Catmull–Rom Splines, Blur Motion

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Published on ● Video Link: https://www.youtube.com/watch?v=3IZXIDPPj5I



Duration: 9:26
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2022-01-25. During my video series (XNA MonoGame Tutorial) that started with showcasing the creation of a simple engine from scratch within the MonoGame (XNA) framework, I started playing around with Catmull-Rom Splines.

- Catmull-Rom Splines, using randomized points from Cosine and Sine function
- Very hacky Blur Motion where the splines are drawn at delta-times between the current and previous frame
- I thought this little "demo scene" effect was kind of neat to see animated.
- But it's really now how you're supposed to use Catmull-Rom Splines... it's just a demo effect that serves no real purpose.

Try playing at 2x speed.

Unfortunately, YouTube only renders at 60 Hz, and this looks phenomenal at full 240 Hz framerate with or without motion blur (you get motion blur for real, from your own perception, at such high framerates). This silky sense of speed is not capture when only every 4th frame is shown at 60 Hz.

1:30 - the pattern starts to collapse in vertical manner
2:25 - all angles start to match up
3:10 ​- the pattern starts to collapse in vertical manner
4:25 - starts bouncing up & down
4:50​ - the pattern starts to collapse in vertical manner, then starts bouncing up & down
6:30 ​- the pattern starts to collapse in vertical manner
7:25 - the pattern collapses
8:10 ​- the pattern starts to collapse in vertical manner

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